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<blockquote data-quote="WizarDru" data-source="post: 1699185" data-attributes="member: 151"><p>You mean, like <a href="http://www.wizards.com/default.asp?x=products/dndacc/966470000" target="_blank">THIS?</a></p><p> </p><p> Because modules, as I understand it, are <em>not</em> money-makers. Mega-modules make a better return, but 32-page modules simply don't sell that well. Add on to that the fact that there are plenty of modules already available. RPG games are a small margin market, at best.</p><p> Read <a href="http://%0A%0Ahttp://www.enworld.org/forums/showthread.php?t=82669&highlight=20%2C000" target="_blank">this thread</a> for more details, for example. BadAxe games took about a year to sell the initial 2000 copies of Heroes of High Favor<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />warves. Most new modules, according to Monte Cook and Jim Butler, probably sell between 300-500 copies, unless it's from a well-known publisher. Notice that WotC is only releasing two modules this year and only to support Eberron.</p><p> </p><p> I think a better choice would be to court appropriate shops to get them to <em>become </em>venues for such, not try and get every standard bookstore to carry every product. There's too much for them to deal with, frankly. D&D and a few of the bigger releases would work, but there just isn't enough shelf space outside of a FLGS or comic shop. The retail channel is a mess, no question, but I'm not sure, in this economy, how to fix it.</p><p> </p><p> Personally, I think WotC's doing a damn fine job in trying to woo new players. We've got a brand new addition, a new campaign setting on the ground floor, an MMORPG coming based on that setting, and lots of publicity for the 30th anniversary of D&D. Lately, I've noticed every video game magazine I get has had a D&D advertisement in it, clearly meant to appeal to videogamers ("We invented GOD MODE.").</p><p> </p><p> WotC has started up <a href="http://www.wizards.com/default.asp?x=books/main/mirrorstoneintro" target="_blank">their young readers line of books</a>, to attract young gamers from that vector, as well. That's more than anyone's done in quite a while to try and attract young gamers, frankly. And even if the second D&D movie is bad, it still gets the name out there, just like the D&D computer and video games. </p><p> </p><p> </p><p> That sounds good in theory, but I have no idea how they could put it into actionable practice. I just don't think that there's that much money lying about in anybody's pockets, except maybe Hasbro.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1699185, member: 151"] You mean, like [url="http://www.wizards.com/default.asp?x=products/dndacc/966470000"]THIS?[/url] Because modules, as I understand it, are [i]not[/i] money-makers. Mega-modules make a better return, but 32-page modules simply don't sell that well. Add on to that the fact that there are plenty of modules already available. RPG games are a small margin market, at best. Read [url="http://%0A%0Ahttp://www.enworld.org/forums/showthread.php?t=82669&highlight=20%2C000"]this thread[/url] for more details, for example. BadAxe games took about a year to sell the initial 2000 copies of Heroes of High Favor:Dwarves. Most new modules, according to Monte Cook and Jim Butler, probably sell between 300-500 copies, unless it's from a well-known publisher. Notice that WotC is only releasing two modules this year and only to support Eberron. I think a better choice would be to court appropriate shops to get them to [i]become [/i]venues for such, not try and get every standard bookstore to carry every product. There's too much for them to deal with, frankly. D&D and a few of the bigger releases would work, but there just isn't enough shelf space outside of a FLGS or comic shop. The retail channel is a mess, no question, but I'm not sure, in this economy, how to fix it. Personally, I think WotC's doing a damn fine job in trying to woo new players. We've got a brand new addition, a new campaign setting on the ground floor, an MMORPG coming based on that setting, and lots of publicity for the 30th anniversary of D&D. Lately, I've noticed every video game magazine I get has had a D&D advertisement in it, clearly meant to appeal to videogamers ("We invented GOD MODE."). WotC has started up [url="http://www.wizards.com/default.asp?x=books/main/mirrorstoneintro"]their young readers line of books[/url], to attract young gamers from that vector, as well. That's more than anyone's done in quite a while to try and attract young gamers, frankly. And even if the second D&D movie is bad, it still gets the name out there, just like the D&D computer and video games. That sounds good in theory, but I have no idea how they could put it into actionable practice. I just don't think that there's that much money lying about in anybody's pockets, except maybe Hasbro. [/QUOTE]
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